Checking if FOSE is installed

Post » Tue Apr 26, 2011 8:37 am

So I have a mod that is up on the Nexus that requires FOSE. I have been getting several complaints that certain parts aren't working and the problem is that the user hasn't installed the required FOSE. So I went ahead and tried to make a quest that checks if FOSE is installed, but it only works if FOSE is installed - which defeats the purpose. I used the GetFOSEVersion command on a variable then checked if that variable was non-zero. The problem is that the script stalls on the GetFOSEVersion command if FOSE isn't installed, duh. So how can one determine if a user does not have FOSE installed without using any FOSE commands?
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue Apr 26, 2011 1:43 am

Here's a utility for that: http://www.gamesas.com/index.php?/topic/1070012-relzresource-the-chicken-and-the-egg/
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Tue Apr 26, 2011 12:30 am

You just have the FOSE version check in a separate quest script, that way the core script doesn't die.
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Tue Apr 26, 2011 4:28 am

If the script will just skip the FOSE parts if its not installed, then couldnt you just have the Fose part up a variable, and if its not up to 1, then it show a message or something. So that way if its not installed, it just skips the variable +1 part, then shows the message because its not 1 its 0. Would that work? Or does the whole script get 'corrupt' if FOSE isnt there?
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue Apr 26, 2011 4:44 am

You just have the FOSE version check in a separate quest script, that way the core script doesn't die.

Yes! Of course. I tried it that way and it worked a charm. Thanks to you TTT once again.

If the script will just skip the FOSE parts if its not installed, then couldnt you just have the Fose part up a variable, and if its not up to 1, then it show a message or something. So that way if its not installed, it just skips the variable +1 part, then shows the message because its not 1 its 0. Would that work? Or does the whole script get 'corrupt' if FOSE isnt there?

Unfortunately, the way I was doing it originally, as soon as a FOSE command was used in the script, the whole script just stopped working, By doing it the way TTT suggested, only the fose check fails and the variable defined in the other quest script remains 0 and can be used to display a warning message that is repeatedly annoying.

Awesome. This should alleviate many bogus error reports I get with my mod. Whahoo!
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am


Return to Fallout 3